Museum Information and Communicability Evaluation

Museum Information and Communicability Evaluation

Francisco V. Cipolla-Ficarra (ALAIPO – AINCI, Spain and Italy), Alejandra Quiroga (Universidad Nacional de La Pampa, Argentina), Jim Carré (University of The Netherlands Antilles, Curaçao), Jacqueline Alma (Electronic Arts – Vancouver, Canada) and Miguel Cipolla-Ficarra (ALAIPO – AINCI, Spain and Italy)
DOI: 10.4018/978-1-4666-4490-8.ch030
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Abstract

The authors present the first results of a heuristic analysis of the evolution of the commercial off-line systems related to the main European museums. The analysis is diachronic, that is, since 1990, and includes the different modalities of interactive design in the different supports for interactive information, such as floppy, CD, and DVD. The authors also present a methodology for the analysis of the presentation of the paintings and sculptures inside these systems called Museum Information and Communicability Evaluation (MICE).
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Failings In Software Engineering In Europe

The lack of a strong audiovisual industry aimed at the museums, the promotion of cultural and natural heritage, tourism, makes apparent the lack of vision in the future in the short, middle and long term inside the university educational sector computer-multimedia in the 90s. When we speak of computer science in the current work, we mean the engineering titles or computer science degrees as such, software and systems. In the mistaken cognitive models of the members of the formal sciences of that time, that is, mathematicians, physicists, chemists, industrial, electronic, telecommunications, etc. the contents of the European museums had to be transferred to the off-line multimedia systems by the members of the fine arts faculties, using commercial applications. The exception to that premise would be the multimedia videogames sector (Cipolla-Ficarra, 2012).

However, it was another sector which from the computer science faculties of European South which did not interest anybody at the beginning or mid 90s. Aside from this reality, this was a sector that quickly resorted to the use of programming languages. The main goal was to access the databases and manage animated and audio graphics in the least time and with the highest quality, at the moment where the users interact with the interactive systems. The speed of access to the multimedia information was influenced by the speed of the processor of the personal computers, the graphic cards, the audio cards, the memory capacity, etc. that is, the hardware component. Not for nothing many users of multimedia systems oriented to the cultural heritage constantly kept on swapping personal computers to be able to have a better interaction with the dynamic contents in the CD-ROMs –animations, videos and audio (Styliaras, G., et al., 2010). From the point of view of interactive design they resorted to a set of strategies to solve those problems, for instance, the no full screen vision of the video or the animations.

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